Author
Topic: Cool basics (Read 2077 times)

heyo peeps long time no see, ive seen the buzz around the new TL and decided to do some modding just for nostalgias sake

anyway i was making some particles to unrust and i ended up adding particles to most of the melee weapon basic attacks for the class i was making so they look more flashy / anime like lol

heres some videos

the files for the animation keys and particles should be attached to this post, they are resources and not really a mod, there are some animations i omitted and replaced with the alt anim function and some custom and retimed animations i put in there to replace basic attacks(mostly dual weild) , feel free to use them in your projects

yea the corners on the standard swing particles come because they are "ribbon trails" GUTS doesn't have a good enough support for these type of particles concerning very fast movements, so it can look really janky when used in sub 1 second animations

although the one thing my solution looses out on is the built in color changer for the swing particles eg. if you equip a fire based staff the trail color changes to orange/red, i tried to implement something like it but it seems impossible in GUTS.

hey @TwinkleToes for deeper understanding of particles and animation, how do they work? I assume the character is linked to the weapon animations based on the weapon equipped and the animations use particles in a timeline?and the different weapon animations have a chance to proc?I wonder because sometimes I feel like my melee weapons tend to use piercing animations more often then swinging animations with have a different damage shape?could we increase the damage of piercing attacks as a compensation?

hey @TwinkleToes for deeper understanding of particles and animation, how do they work?

heyothats kinda broad lol, they are two completely separate systems, but they are often combined to get a specific effect

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I assume the character is linked to the weapon animations based on the weapon equipped and the animations use particles in a timeline?

yep, inside the PC's folder you can see a list of all the animations the "HUM_F/HUM_M" models can use, there is also a.ANIMATION file which determines what hapens within the timelines of the animations, the original classes share a shared animation file but when making a custom class you can create a custom animation file and call it back from the unit file your custom class uses(so you dont mess with the originals) you can then specify all the animations you want to use in there (these animations have to share the same folder as the animation file)

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and the different weapon animations have a chance to proc?

numerically yea, eg. if you have 3 animations for a basic attack they will all have a 33.3% chance

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I wonder because sometimes I feel like my melee weapons tend to use piercing animations more often then swinging

you can simply delete the piercing animation lol, but if you want it to procc less duplicate your other animations and rename them

there is a hardcoded rule for basic attack animations, if they are named a certain wayfor instance originally there are 3 staff animations (STAFF1, STAFF2, STAFF3) lets say STAFF3 plays a piercing animationyou can clone STAFF1 and STAFF2 and rename them to STAFF4 and STAFF5 and they will work as new basic attack animations for the staff, doing this will technically double the chance of STAFF1 and STAFF2 from playing since STAFF5 and 4 are just clones of them.

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animations with have a different damage shape?

nope they are all the same hardcoded damage shapes, regardless of what animation plays, different weapons have different ranges and arcs, the exception to this would be missile firing ranged weapons(pistol, bow, xbow) their range can be modified via an effect called "MISSILE RANGE BONUS"

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could we increase the damage of piercing attacks as a compensation?

technically yes, if you add two "HIT" events on that animations time line it will hit twice, doubling its damage, but you can only ever double, triple, quadruple etc. by adding more hits